Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
Technology, Knowledge and… | 5 |
Author
Publication Type
Information Analyses | 5 |
Journal Articles | 5 |
Education Level
Early Childhood Education | 1 |
Elementary Education | 1 |
Elementary Secondary Education | 1 |
Higher Education | 1 |
Kindergarten | 1 |
Postsecondary Education | 1 |
Primary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Karakoç, Berna; Eryilmaz, Kevser; Turan Özpolat, Esen; Yildirim, Ibrahim – Technology, Knowledge and Learning, 2022
The purpose of this study was to combine the results of the experimental studies conducted between the years of 2000-2018 examining the effect of game-based learning method on the academic achievement of students through a meta-analysis. In this study addressing the effect of game-based learning method on the academic achievement of students,…
Descriptors: Game Based Learning, Academic Achievement, Instructional Effectiveness, Meta Analysis
Saleem, Awaz Naaman; Noori, Narmin Mohammed; Ozdamli, Fezile – Technology, Knowledge and Learning, 2022
In recent years, there has been a lot of attention given to the trend of including game elements into non-gaming facilities. The usage of gamification in education is a massive benefit for motivation, user interaction, and social effects. The gamified elements such as points, badge, feedbacks, level, rewards, challenges, etc. have been used in…
Descriptors: Game Based Learning, Electronic Learning, Technology Uses in Education, Learner Engagement
Khakpour, Alireza; Colomo-Palacios, Ricardo – Technology, Knowledge and Learning, 2021
Recent developments in human-computer interaction technologies raised the attention towards gamification techniques, that can be defined as using game elements in a non-gaming context. Furthermore, advancement in machine learning (ML) methods and its potential to enhance other technologies, resulted in the inception of a new era where ML and…
Descriptors: Game Based Learning, Artificial Intelligence, Man Machine Systems, Educational Benefits
Squire, Nikki – Technology, Knowledge and Learning, 2023
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among…
Descriptors: Undergraduate Students, Game Based Learning, Audience Response Systems, Distance Education
Amos Oyelere Sunday; Friday Joseph Agbo; Jarkko Suhonen – Technology, Knowledge and Learning, 2025
The recent popularity of computational thinking (CT) and the desire to apply CT in our daily lives have prompted the need for a successful pedagogical technique for learning CT in K-12 education. The application of co-design pedagogical techniques has the potential to improve students' CT learning through knowledge sharing and the creation of…
Descriptors: Thinking Skills, Computer Science Education, Research Reports, Teaching Methods